Obito (Shinobi World Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Naruto: Shinobi (5e Class) class and Genin (5e Background) background, and as such does not follow traditional CR.

Obito Uchiha[edit]

Medium humanoid (Uchiha), neutral good


Armor Class 17 (Natural Armor)
Hit Points 127 (17d8 + 51)
Speed 55 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 16 (+3) 14 (+2) 11 (+0) 12 (+1)

Saving Throws Dex +7, Con +8
Skills Athletics +6, Perception +5, Performance +6, Persuasion +6, Stealth +7
Senses passive Perception 15
Languages Common
Challenge 15 (13,000 XP)


Chakra. Obito has 38 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Obito is targeted by an area effect that lets him make a Dexterity saving throw to take only half damage, such as fireball, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

Ninja Speed. Obito can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Hashirama's Cells. Obito benefits from the following:

Sharingan. Obito benefits from the following:

  • Advantage on Wisdom and Dexterity saving throws.
  • Advantage on Perception checks.
  • Obito automatically detects visual illusions and genjutsu and has advantage on saving throws against them.

Chakra Sense. When Obito takes the search action, he may also attempt a DC 13 Perception check to locate living creatures and magical effects within 30 feet. He see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

ACTIONS

Multiattack. Obito can make 3 unarmed strike or kunai attacks.

Unarmed Strike. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 2) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Obito may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 4 (1d4 + 1) piercing damage on a hit.

Natural Health Regeneration (5 Chakra). As a bonus action, or as a reaction to the end of his turn, Obito regains 5 (1d10 + 3) hit points.

Natural Chakra Regeneration. As a bonus action, or as a reaction to the end of his turn, Obito regains 7 chakra and gains 1 level of exhaustion.

See Obito's Jutsu

  • DC - 15
  • Attack bonus - +7


Obito_Uchiha_-_Akatsuki.png
[Source].

Deciding that what Madara had told him was true, that this world is hell and the only way to escape it is through his plan, Obito returned to Madara's cave, and began cooperating in the Eye of the Moon plan to create the Ten-Tails and trap the world in the Infinite Tsukuyomi, donning his distinctive orange mask, along with the identity of Madara. Convincingly manifesting the concept of Madara, he gathered and secretly led the Akatsuki. It wouldn't be until Pain's death that he would receive another substantial boost to his power.

Variant: Late War Arc

Shortly before his death, Obito lost the Rinnegan he had gained at the start of the Fourth Shinobi World War, but regained his other sharingan, bringing him back to this level of power, but with a much more powerful toolset. Had he returned to the Hidden Leaf Village after Rin's death, it's likely he would have gained this level of power as well.

Double Kamui. When Obito casts Long Range Kamui, Kamui Synchronization, or Skeletal Susano'o, he must attempt a DC 18 Constitution saving throw. On a failure, he take 8 (3d4) psychic damage, and he gains 1 level of gradual blindness. For every other failure of this saving throw, he gains 1 level of exhaustion The DC on this saving throw increases by 1 on each use.

Long Range Kamui. Obito targets a sphere with a radius of up to 15 ft. within 10-100 ft. and attempts to warp any object or creature into the Kamui dimension. Any creatures within the sphere must succeed a DC 15 Dexterity saving throw or be pulled into the Kamui dimension. A willing creature can choose to fail the saving throw and instantly be bought into the pocket dimension. If used on an object or creature that is larger than the targeted area, such as the ground, only the part of the object within your range is brought into the dimension, and creatures must succeed on a DC 15 Dexterity saving throw or take 29 (6d6 + 2) modifier force damage, or half damage on a success as their matter stretches supernaturally attempting to enter your pocket dimension.

Kamui Synchronization (5-30 Chakra). As a reaction to a creature within 100 ft. that Obito can see teleporting or creating a portal in any way, Obito teleports alongside them to their destination. Additionally, as an action for 30 chakra, Obito may create an opening to a location that he has visited before, even if it is on another plane of existence. This rip in space opens instantly and stays open until the end of his next turn, or for 6 seconds if outside of combat, allowing he and any other creatures to travel across existence itself.

Skeletal Susano'o. Obito becomes Large and gains 30 temporary hit points. Obito must spend 2 chakra points at the end of each of his turns to maintain this effect.

Susano'o Strike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) magical bludgeoning damage. On a successful hit, Obito can attempt to grapple a creature with advantage. This can only be used while any Susano'o is active.

Susano'o Crush. A creature that Obito is grappling must succeed a DC 15 Constitution saving throw or take 9 (2d6 + 2) magical bludgeoning damage. This can only be used while any Susano'o is active.


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